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|
use crate::{
direction::Direction,
position::{BlockPos, Vec3},
};
/// The block or entity that our player is looking at and can interact with.
///
/// If there's nothing, it'll be a [`BlockHitResult`] with `miss` set to true.
#[cfg(feature = "bevy_ecs")]
#[derive(Clone, Debug, PartialEq)]
pub enum HitResult {
Block(BlockHitResult),
Entity(EntityHitResult),
}
#[cfg(feature = "bevy_ecs")]
impl HitResult {
pub fn miss(&self) -> bool {
match self {
HitResult::Block(r) => r.miss,
_ => false,
}
}
pub fn location(&self) -> Vec3 {
match self {
HitResult::Block(r) => r.location,
HitResult::Entity(r) => r.location,
}
}
pub fn new_miss(location: Vec3, direction: Direction, block_pos: BlockPos) -> Self {
HitResult::Block(BlockHitResult {
location,
miss: true,
direction,
block_pos,
inside: false,
world_border: false,
})
}
pub fn is_block_hit_and_not_miss(&self) -> bool {
matches!(self, HitResult::Block(r) if !r.miss)
}
/// Returns the [`BlockHitResult`], if we were looking at a block.
pub fn as_block_hit_result_if_not_miss(&self) -> Option<&BlockHitResult> {
if let HitResult::Block(r) = self
&& !r.miss
{
Some(r)
} else {
None
}
}
/// Returns the [`EntityHitResult`], if we were looking at an entity and it
/// wasn't a miss.
pub fn as_entity_hit_result(&self) -> Option<&EntityHitResult> {
if let HitResult::Entity(r) = self {
Some(r)
} else {
None
}
}
}
/// The result of raycasting on the blocks in the world.
///
/// Also see [`HitResult`].
#[derive(Clone, Debug, PartialEq)]
pub struct BlockHitResult {
/// The exact position that the raycast ended at.
pub location: Vec3,
pub miss: bool,
pub direction: Direction,
/// The block position that was hit.
///
/// If [`Self::miss`] is true, then this will be the position that the
/// raycast ended at.
pub block_pos: BlockPos,
pub inside: bool,
pub world_border: bool,
}
impl BlockHitResult {
/// Create a new [`BlockHitResult`] for when nothing was hit.
pub fn miss(location: Vec3, direction: Direction) -> Self {
Self {
location,
miss: true,
direction,
block_pos: BlockPos::from(location),
inside: false,
world_border: false,
}
}
pub fn with_direction(&self, direction: Direction) -> Self {
Self { direction, ..*self }
}
pub fn with_position(&self, block_pos: BlockPos) -> Self {
Self { block_pos, ..*self }
}
}
#[cfg(feature = "bevy_ecs")]
impl From<BlockHitResult> for HitResult {
fn from(value: BlockHitResult) -> Self {
HitResult::Block(value)
}
}
#[cfg(feature = "bevy_ecs")]
#[derive(Clone, Debug, PartialEq)]
pub struct EntityHitResult {
pub location: Vec3,
pub entity: bevy_ecs::entity::Entity,
}
#[cfg(feature = "bevy_ecs")]
impl From<EntityHitResult> for HitResult {
fn from(value: EntityHitResult) -> Self {
HitResult::Entity(value)
}
}
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